Re: [hlcoders] Crash in engine.dll help?

2013-01-28 Thread Cale Dunlap
From what I could tell, the stack wasn't corrupt, I did see valid calls to
the OS kernel... or at least what I would expect to be valid calls to the
kernel at the time of the crash (waiting for mutex on some threads, and
obviously the exception on the main thread where the crash occurred). None
of the addresses appeared random and were all within valid memory bounds of
modules that were active at the time of the crash.

Anyway, I went back through the revisions between last week and this week
and only one thing changed... the removal of several screenspace effects,
that is all. Very little changed between last week and this week's test.
Regardless, we're going to try playing last week's build next weekend to
see what happens. The weekend play tests are the only time we get the
player counts up to the level at which we need them in order to see the
crashes; as it seems load-dependent. Otherwise we do small regression tests
during the week if any larger and/or sensitive changes have taken place,
but lately those haven't been happening due to our upcoming release.

I agree that it would be nice to have stripped PDB's, if nothing else to
size out the call stack information so its at least reliable. However, I
understand the business reason to not have them available so I can't say I
blame Valve for not making them public, it isn't in their best interest to
do so from their perspective. It is for that reason that I decided to take
a long-shot and ask for help with it. I figured if nothing else maybe
someone in the community could offer up some insight.


On Mon, Jan 28, 2013 at 11:30 AM, Nicholas Hastings 
psycho...@alliedmods.net wrote:

 Stripped PDBs would give an idea of where crashes happen without having
 nearly as much information.

 http://msdn.microsoft.com/en-us/library/y87kw2fd(v=vs.110).aspx

   Sammy sam...@gmail.com
  Monday, January 28, 2013 11:26 AM
 Unfortunately it also exposes the source code of the engine in a human
 readable way, line by line except for comments, with the right tools. Which
 is why, I believe, they don't.


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   Neico ad...@neic0.de
  Monday, January 28, 2013 4:26 AM
  It really would help if Valve would provide an Symbol Server like
 SourceMod and Microsoft do, it makes the whole debugging process way
 easier...

 - Neico

 On 28.01.2013 07:39:56 GMT+0100, Sammy sam...@gmail.comsam...@gmail.com
  wrote:


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   Sammy sam...@gmail.com
  Monday, January 28, 2013 1:39 AM
 I support Saul. Often when it happens with me it's some stupid little
 thing I forgot or did wrong in the code. You don't have to manually go rev
 by rev, try to remember exactly when it started to happen, the sooner the
 better, if not try to identify a rev you're sure would not be the issue,
 like before you've started working on the current feature or when you
 lastly released a patch, then keep decreasing the possibilities until the
 possibilities are minimal.
 I remember cases where a single line caused crashes with no call stack or
 random addresses in the engine.


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   Saul Rennison saul.renni...@gmail.com
  Sunday, January 27, 2013 8:02 PM
 That's most likely due to stack corruption. If it happened this week, keep
 going back revisions until you don't crash. Then figure out where in the
 code you MAY be dereferencing hanging pointers.



 Kind regards,
 Saul Rennison



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   Cale Dunlap cale.dun...@gmail.com
  Sunday, January 27, 2013 7:50 PM
 I understand that crashes in the engine can and most often do result from
 calls originating from the game dlls. However as I've said in the original
 post, every active thread at the time of the crash contains no game code
 anywhere in their respective callstacks. That's why I'm wondering if its
 possible for someone at Valve to tell me the function in which the
 referenced address resides. Since the PDB files for the engine aren't
 public, the call stack information below the call in the stack at the
 referenced address isn't reliable and therefore may still involve game
 code. So if I knew the function in the engine DLL where the crash occurred
 I could attempt to locate calls to that function from the game code and
 possibly determine a cause of the crash and which

[hlcoders] Crash in engine.dll help?

2013-01-27 Thread Cale Dunlap
During our weekly play test for Firearms: Source today, we had a unusually
high number of crashes. 99% of the crashes were due to what appears to be a
NULL pointer exception or pure virtual function call somewhere in
engine.dll.

If I provide a call address inside of engine.dll, would it be possible for
someone from Valve to tell me which engine function was being called? Just
wondering if maybe we're making a call to something that ended up getting
deprecated and ultimately removed from the code base yet the declaration
for the function still exists in the engine headers provided with the SDK.

The entire call stack for every running thread at the time of the crash
contains no game-side code, and this particular crash occurred in the main
thread. Without PDB's for the engine dll, anything below the offending
address in engine.dll may not be correct, meaning it may still be game-code
making the call, correct? Right now the calls prior to the address in which
it crashed are all calls to the OS Kernel's ReadFile function. I also saw
some crash dumps calling GetProcAddress right before the crash, which is
why I thought perhaps it was trying to make a pure virtual call (if the
symbol didn't exist).

Any help would be very appreciated. The offending address is 0x100CC018,
assuming the base address of the engine.dll is 0x1000.

-Cale
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Re: [hlcoders] Crash in engine.dll help?

2013-01-27 Thread Cale Dunlap
I understand that crashes in the engine can and most often do result from
calls originating from the game dlls. However as I've said in the original
post, every active thread at the time of the crash contains no game code
anywhere in their respective callstacks. That's why I'm wondering if its
possible for someone at Valve to tell me the function in which the
referenced address resides. Since the PDB files for the engine aren't
public, the call stack information below the call in the stack at the
referenced address isn't reliable and therefore may still involve game
code. So if I knew the function in the engine DLL where the crash occurred
I could attempt to locate calls to that function from the game code and
possibly determine a cause of the crash and which code path led there.


On Sun, Jan 27, 2013 at 7:40 PM, Sammy sam...@gmail.com wrote:

 Usually crashes in the engine are caused either by the map or game dlls,
 you could try with older versions and see if the crash still happens. Once
 you find where it started to happen it's easier to find the issue.

 2013/1/27 Cale Dunlap cale.dun...@gmail.com

  During our weekly play test for Firearms: Source today, we had a
 unusually high number of crashes. 99% of the crashes were due to what
 appears to be a NULL pointer exception or pure virtual function call
 somewhere in engine.dll.

 If I provide a call address inside of engine.dll, would it be possible
 for someone from Valve to tell me which engine function was being called?
 Just wondering if maybe we're making a call to something that ended up
 getting deprecated and ultimately removed from the code base yet the
 declaration for the function still exists in the engine headers provided
 with the SDK.

 The entire call stack for every running thread at the time of the crash
 contains no game-side code, and this particular crash occurred in the main
 thread. Without PDB's for the engine dll, anything below the offending
 address in engine.dll may not be correct, meaning it may still be game-code
 making the call, correct? Right now the calls prior to the address in which
 it crashed are all calls to the OS Kernel's ReadFile function. I also saw
 some crash dumps calling GetProcAddress right before the crash, which is
 why I thought perhaps it was trying to make a pure virtual call (if the
 symbol didn't exist).

 Any help would be very appreciated. The offending address is 0x100CC018,
 assuming the base address of the engine.dll is 0x1000.

 -Cale

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Re: [hlcoders] Player Models

2012-10-03 Thread Cale Dunlap
I haven't personally done what you're trying to do, but perhaps looking at
bone followers would provide some insight. I'm not sure if they'll address
what you're asking. Other members of the list can correct me if I'm wrong.
I've actually been curious about this myself.
On Oct 1, 2012 4:29 PM, tja...@comcast.net wrote:

 Thanks for the help on the objective entity, i got it working! I didn't
 wanna send two messages..
 My next question is about player models. In HL1 the client can set there
 player model to whatever models they had installed, and any other clients
 that didn't have the model they just appeared as the default player model.
 I'd like to implement this in HL2. I allowed clients to set there model to
 anything, which does a (late) precache so the model actually shows up. But
 other clients get the error.mdl model - anytime to change this?

 Thanks

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Re: [hlcoders] Player Models

2012-10-03 Thread Cale Dunlap
Crap, wrong thread sorry. That's what I get for responding via cell
phone lol.
On Oct 3, 2012 2:00 PM, Cale Dunlap cale.dun...@gmail.com wrote:

 I haven't personally done what you're trying to do, but perhaps looking at
 bone followers would provide some insight. I'm not sure if they'll address
 what you're asking. Other members of the list can correct me if I'm wrong.
 I've actually been curious about this myself.
 On Oct 1, 2012 4:29 PM, tja...@comcast.net wrote:

 Thanks for the help on the objective entity, i got it working! I didn't
 wanna send two messages..
 My next question is about player models. In HL1 the client can set there
 player model to whatever models they had installed, and any other clients
 that didn't have the model they just appeared as the default player model.
 I'd like to implement this in HL2. I allowed clients to set there model
 to anything, which does a (late) precache so the model actually shows up.
 But other clients get the error.mdl model - anytime to change this?

 Thanks

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Re: [hlcoders] Show a model on the player

2012-10-03 Thread Cale Dunlap
I haven't personally done what you're trying to do, but perhaps looking at
bone followers would provide some insight. I'm not sure if they'll address
what you're asking. Other members of the list can correct me if I'm wrong.
I've actually been curious about this myself.

Cale

On Thursday, September 27, 2012, Jan Hartung wrote:

 Hi,

 ** **

 I’m trying to render different items (models) on the player model. The
 player model has been set up with various attachments where I could render
 the items. My problem is that I couldn’t find a way to attach an item to
 any of the attachment points. The net doesn’t really help with this and I
 couldn’t find the code used to show the weapons on the player models. Any
 hints on how to render models on attachment points?

 ** **

 Jan

 ** **

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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-23 Thread Cale Dunlap
Sometimes they monitor this list, but most of the time they stay pretty
quiet. I've corresponded with them as a mod developer and business
customer. The business customer responses are a little more swift than the
mod developer ones, though it has been a while since then. Maybe things
have changed?

PS: lol @ Minh =D

On Wednesday, May 23, 2012, Andrew McWatters wrote:

   Thanks for the clarification, the licensee SDK bit is what I figured
 immediately after I read the bit about filesystem_steam in Garry’s post.
 Besides Garry, do any of you have any positive experiences with contacting
 Valve over issues with the engine? I’ve never bothered trying, considering
 my other emails never get responses.

 Andrew McWatters

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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-22 Thread Cale Dunlap
Update on this...

Saul, I tried your suggestion but it didn't have any effect. It sounds like
that was sort of expected though since your stacktrace was different than
mine. Oh well, worth a shot at least and I appreciate the suggestion.

Andrew, I had actually come across your hack by way of Google when I first
started looking into this problem. I didn't immediately jump on it
because--like your comments in the code--its a hack. I did however take
note that it was there, figuring it would be an option when needed.

Well, it turns out it was needed... the hack worked and hl2.exe closes now.
Though I can't say for certain it is closing gracefully, most likely not.
But now at least I won't have a bunch of testers whining about not being
able to launch the mod a second time without encountering a nag about a
previous instance already running, lol. Until we find a more appropriate
fix, or Valve decides to patch the 2007 SDK again, this will have to work.
I highly dislike doing little duct-tape  toothpick hacks like this, but I
guess it is the only option at the present time.

Thanks again everyone.

-Cale

On Monday, May 21, 2012, Cale Dunlap wrote:

 Great feedback everyone, I appreciate it. It is good to know it isn't just
 218-based mods that have this problem. That sort of reinforces my
 findings--being related to Steam, or something outside of the game/mod.
 I'll try out some of the suggestions and report back.

 Thanks again!

 -Cale

 On Sun, May 20, 2012 at 1:52 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Let me know if this works for you guys. We had this problem in CSProMod
 and I fixed it a few months ago, but my stacktrace was different to yours
 Cale, so this might not be it.

 public/tier1/utllinkedlist.h, around line 654:
 while ( i != InvalidIndex() )

 Replace with:
 while ( IsValidIndex(i) )


 Kind regards,
 *Saul Rennison*



 On 20 May 2012 16:43, Ben Pye bfh...@gmail.com wrote:

 Happens to me on Alien Swarm sometimes too, odd issue.


 On Sun, May 20, 2012 at 3:42 PM, Jan Hartung jan.hart...@gmx.de wrote:

 We’re strictly 2007 based and it happens for our mod as well. Although it
 didn’t happen up to about 3 or 4 weeks ago and also doesn’t happen every
 time now. It’s a strange problem.

 ** **

 Jan

 ** **

 *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tobias
 Kammersgaard
 *Gesendet:* Sonntag, 20. Mai 2012 15:53
 *An:* Discussion of Half-Life Programming
 *Betreff:* Re: [hlcoders] Hung hl2.exe process for 2007-based mods

 ** **

 I believe this happens with mods based on Alien Swarm, if that's any
 consolation . We're currently bringing our mod over to that branch, and
 I've noticed Swarm.exe keeps running in the background after shutting the
 mod down.

 ** **

 - ScarT

 ** **

 ** **

 On 20 May 2012 07:55, Andrew McWatters mcwattersand...@gmail.com wrote:*
 ***

 You're not alone, Cale. This happens on all 2007-based mods, and it's been
 months without a fix. I can't remember when this first started, but I don't
 see it being fixed anytime soon. Considering that I can't remember when the
 issue started, it could even have been years since the issue first arose.*
 ***

 ** **

 To be frank, considering support for the Source SDK codebases is sparce in
 terms of frequency, you'll just have to deal with the problem. A terrible
 way that I resolved the issue with my mod was to simply terminate the
 process right at the end of the game code shutdown routine.

 ** **


 http://code.google.com/p/hl2sb-src/source/detail?r=50path=/trunk/src/game/client/cdll_client_int.cpp


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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-21 Thread Cale Dunlap
Great feedback everyone, I appreciate it. It is good to know it isn't just
218-based mods that have this problem. That sort of reinforces my
findings--being related to Steam, or something outside of the game/mod.
I'll try out some of the suggestions and report back.

Thanks again!

-Cale

On Sun, May 20, 2012 at 1:52 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Let me know if this works for you guys. We had this problem in CSProMod
 and I fixed it a few months ago, but my stacktrace was different to yours
 Cale, so this might not be it.

 public/tier1/utllinkedlist.h, around line 654:
 while ( i != InvalidIndex() )

 Replace with:
 while ( IsValidIndex(i) )


 Kind regards,
 *Saul Rennison*



 On 20 May 2012 16:43, Ben Pye bfh...@gmail.com wrote:

 Happens to me on Alien Swarm sometimes too, odd issue.


 On Sun, May 20, 2012 at 3:42 PM, Jan Hartung jan.hart...@gmx.de wrote:

 We’re strictly 2007 based and it happens for our mod as well. Although
 it didn’t happen up to about 3 or 4 weeks ago and also doesn’t happen every
 time now. It’s a strange problem.

 ** **

 Jan

 ** **

 *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tobias
 Kammersgaard
 *Gesendet:* Sonntag, 20. Mai 2012 15:53
 *An:* Discussion of Half-Life Programming
 *Betreff:* Re: [hlcoders] Hung hl2.exe process for 2007-based mods

 ** **

 I believe this happens with mods based on Alien Swarm, if that's any
 consolation . We're currently bringing our mod over to that branch, and
 I've noticed Swarm.exe keeps running in the background after shutting the
 mod down.

 ** **

 - ScarT

 ** **

 ** **

 On 20 May 2012 07:55, Andrew McWatters mcwattersand...@gmail.com
 wrote:

 You're not alone, Cale. This happens on all 2007-based mods, and it's
 been months without a fix. I can't remember when this first started, but I
 don't see it being fixed anytime soon. Considering that I can't remember
 when the issue started, it could even have been years since the issue first
 arose.

 ** **

 To be frank, considering support for the Source SDK codebases is sparce
 in terms of frequency, you'll just have to deal with the problem. A
 terrible way that I resolved the issue with my mod was to simply terminate
 the process right at the end of the game code shutdown routine.

 ** **


 http://code.google.com/p/hl2sb-src/source/detail?r=50path=/trunk/src/game/client/cdll_client_int.cpp
 


 http://code.google.com/p/hl2sb-src/source/diff?spec=svn50r=50format=sidepath=/trunk/src/game/client/cdll_client_int.cpp#sc_svn50_973
 

 ** **

 This hack isn't documented anywhere publicly other than on my repo.

 ** **

 Anyway, most issues with the Source SDK I attempt to resolve myself or
 through the assistance of other clever developers. Some wiki scraps and
 mailing list snippets here and there also help to a certain degree, but
 generally speaking, you get nearly nothing to work with, and I don't know
 when Valve will pump out an update for the Source SDK that isn't hat
 related. There also don't seem to be many regulars who work with Source and
 share their progress publicly anymore.

 ** **

 Honestly, I thought it was somewhat commendable you brought this up.

 ** **

 Best of luck.


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 ** **

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[hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-19 Thread Cale Dunlap
Have any other mod developers been experiencing hung hl2.exe processes
after closing their mods? I've got 3 completely different Source SDK Base
2007 mods on my machine and none of them seem to ever actually stop the
hl2.exe process after closing the launcher. This happens in release and
debug builds alike, including a vanilla 'Create a Mod' build with
absolutely no changes to the code.

As far as I can tell, this appears to be rooted outside of the SDK code
itself and somewhere in the Steam API. Since I was able to reproduce this
in a debug build, I attached the VS debugger and checked the module list to
see if any SDK code was still churning. No mod sdk code was in in memory on
any running thread during the hang; client and server dlls shutdown and
unloaded without issue. The debug output window gave a few hints as to
where the problem might be. Once the mod shuts down and the launcher window
closes, the last message in the output window is: The thread
'CIPCServer::Thread_MainLoop()' (0x1a00) has exited with code 0 (0x0),
which of course expected during normal operation. However the main loop
exit message is followed several seconds later by 8 repeats of Thread
CNet Encrypt:0 (ID 3228) failed to shut down.

So could CNet Encrypt:0 be the hung thread? Keeping that question in
mind, I opened the thread list in Visual Studio, found the CNet Encrypt:0
thread and opened its call stack. It appears to be getting stuck in
crashhandler.dll. The call stack is below:

 ntdll.dll!_NtWaitForSingleObject@12()  + 0x15 bytes
  ntdll.dll!_NtWaitForSingleObject@12()  + 0x15 bytes
  crashhandler.dll!6a779f78()
  [Frames below may be incorrect and/or missing, no symbols loaded for
crashhandler.dll]
  crashhandler.dll!6a77c9a4()
  ntdll.dll!_NtQueryInformationThread@20()  + 0x12 bytes
  kernel32.dll!@BaseThreadInitThunk@12()  + 0x19 bytes

Also noting the apparent (by its name) networking-related nature of this
thread, I took a look at which IP ports the hl2.exe process was still bound
to. The only one in the list of ports still open by hl2.exe was UDP 26901
(Steam master server?? can't find reliable documentation on it).

So as far as I can tell it appears that the thread dealing with master
server updates is crashing sometime during execution--presumably at
shutdown. This ends up triggering a signal hook (maybe?) in
crashhandler.dll to capture whatever is left on the stack and write it to a
dump before it goes completely belly-up. But something inside the
dump-writing process is waiting on a mutex or condition that never ends up
getting released or triggered respectively? IE: thread deadlock?

Can anybody else confirm/deny the reproducibility and possibly offer any
other insight? I haven't yet confirmed if this occurs for other app id's.
All three of the ones I tested are based on 218.


Thanks,

Cale
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Re: [hlcoders] Scaleform in Source?

2011-04-06 Thread Cale Dunlap
Cool, good to know. Thanks Matt.

On Tue, Apr 5, 2011 at 9:14 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote:

 You should be safe if you in general launch with -insecure or stay through
 VS launched builds which are also in Vac Insecure mode.

 On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap cale.dun...@gmail.com wrote:

 Agreed, but we just acquired a Scaleform GFx evaluation license for a
 project I'm working on. I was just curious if anybody has ever hacked up
 enough of the Source SDK code to implement essentially a different UI
 package in general, I would figure the process would be similar regardless
 of what package it is.

 Of course being a Source SDK licensee would make things easier, but
 unfortunately the license that this project has with Valve is limiting
 to say the least. I'm still going to try, just to see how far I can get :)
 I'm sure I'll hit a huge roadblock somewhere. Got myself another Steam
 account specifically for this task, in case VAC flags me =/

 Thanks Tony.

 -Cale


 On Tue, Apr 5, 2011 at 8:15 PM, Tony omega Sergi 
 omegal...@gmail.comwrote:

 I would think, given that scaleform requires a license to use, and to
 attain their SDK, that noone would be implementing scaleform into SDK code,
 but would rather do it as a licensee, and into the engine properly.

 Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.

 On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.comwrote:

 This is probably a long-shot, but I thought I might ask before I embark
 on this journey... has anybody made any sort of attempt at implementing
 Scaleform into the Source SDK? I assume that since without the code to the
 material system interface this is nearly impossible, short of injecting
 assembly jumps into Direct3D after it's been loaded into memory and
 hijacking the render loop. I also assume this would get an account
 VAC-banned pretty quick?

 Any input/feedback is appreciated.

 -Cale

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 --
 -Tony


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[hlcoders] Scaleform in Source?

2011-04-05 Thread Cale Dunlap
This is probably a long-shot, but I thought I might ask before I embark on
this journey... has anybody made any sort of attempt at implementing
Scaleform into the Source SDK? I assume that since without the code to the
material system interface this is nearly impossible, short of injecting
assembly jumps into Direct3D after it's been loaded into memory and
hijacking the render loop. I also assume this would get an account
VAC-banned pretty quick?

Any input/feedback is appreciated.

-Cale
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Re: [hlcoders] Scaleform in Source?

2011-04-05 Thread Cale Dunlap
Agreed, but we just acquired a Scaleform GFx evaluation license for a
project I'm working on. I was just curious if anybody has ever hacked up
enough of the Source SDK code to implement essentially a different UI
package in general, I would figure the process would be similar regardless
of what package it is.

Of course being a Source SDK licensee would make things easier, but
unfortunately the license that this project has with Valve is limiting
to say the least. I'm still going to try, just to see how far I can get :)
I'm sure I'll hit a huge roadblock somewhere. Got myself another Steam
account specifically for this task, in case VAC flags me =/

Thanks Tony.

-Cale

On Tue, Apr 5, 2011 at 8:15 PM, Tony omega Sergi omegal...@gmail.comwrote:

 I would think, given that scaleform requires a license to use, and to
 attain their SDK, that noone would be implementing scaleform into SDK code,
 but would rather do it as a licensee, and into the engine properly.

 Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.

 On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.com wrote:

 This is probably a long-shot, but I thought I might ask before I embark on
 this journey... has anybody made any sort of attempt at implementing
 Scaleform into the Source SDK? I assume that since without the code to the
 material system interface this is nearly impossible, short of injecting
 assembly jumps into Direct3D after it's been loaded into memory and
 hijacking the render loop. I also assume this would get an account
 VAC-banned pretty quick?

 Any input/feedback is appreciated.

 -Cale

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[hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
Has anybody else ever seen a case where their render targets are always
returning 64 for both GetActualWidth() and GetActualHeight() ?

This seems to be most prevalent on HDR maps for some reason. Here's the code
that is creating my render target:

pMaterialSystem-CreateNamedRenderTargetTextureEx2(
VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
pMaterialSystem-GetBackBufferFormat(),
 MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
CREATERENDERTARGETFLAGS_HDR );

Where idx is a number between 0 and 7 (total of 8 render targets). Any ideas
why this is happening?

Thanks in advance!

-Cale
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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
Yes there is actually. In order to achieve the effect required we have to
force the tonemap scale to a specific value when rendering the output that
goes to the render target.

On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Is there a reason why your render target needs to be HDR? I've been able to
 create render targets perfectly fine without problem.

 Thanks,
  - Saul.


 On 7 January 2011 14:59, Cale Dunlap cale.dun...@gmail.com wrote:

 Has anybody else ever seen a case where their render targets are always
 returning 64 for both GetActualWidth() and GetActualHeight() ?

 This seems to be most prevalent on HDR maps for some reason. Here's the
 code that is creating my render target:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
 CREATERENDERTARGETFLAGS_HDR );

 Where idx is a number between 0 and 7 (total of 8 render targets). Any
 ideas why this is happening?

 Thanks in advance!

 -Cale

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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
If by RT_SIZE_EXACT you mean RT_SIZE_NO_CHANGE, then yes I've tried that as
well. I'm pulling my hair out :( I've seriously tried about every
combination of flags I can come up with.

Is it possible that the material system is deciding not to create a render
target texture as big as I'm asking so it just sets it down to 64x64 I
wonder... just to prevent resource over-allocation or something? Who
knows... its such a closed system... :(

On Fri, Jan 7, 2011 at 10:52 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Have you tried RT_SIZE_EXACT? That might ensure that the render target is
 created with exact dimensions.

 Thanks,
  - Saul.



 On 7 January 2011 15:30, Cale Dunlap cale.dun...@gmail.com wrote:

 Yes there is actually. In order to achieve the effect required we have to
 force the tonemap scale to a specific value when rendering the output that
 goes to the render target.


 On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 Is there a reason why your render target needs to be HDR? I've been able
 to create render targets perfectly fine without problem.

 Thanks,
  - Saul.


 On 7 January 2011 14:59, Cale Dunlap cale.dun...@gmail.com wrote:

 Has anybody else ever seen a case where their render targets are always
 returning 64 for both GetActualWidth() and GetActualHeight() ?

 This seems to be most prevalent on HDR maps for some reason. Here's the
 code that is creating my render target:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
 CREATERENDERTARGETFLAGS_HDR );

 Where idx is a number between 0 and 7 (total of 8 render targets). Any
 ideas why this is happening?

 Thanks in advance!

 -Cale

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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
Alright the pattern seems as if this _only_ happens on HDR maps hmm... a
clue.

On Fri, Jan 7, 2011 at 11:04 AM, Cale Dunlap cale.dun...@gmail.com wrote:

 If by RT_SIZE_EXACT you mean RT_SIZE_NO_CHANGE, then yes I've tried that as
 well. I'm pulling my hair out :( I've seriously tried about every
 combination of flags I can come up with.

 Is it possible that the material system is deciding not to create a render
 target texture as big as I'm asking so it just sets it down to 64x64 I
 wonder... just to prevent resource over-allocation or something? Who
 knows... its such a closed system... :(


 On Fri, Jan 7, 2011 at 10:52 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Have you tried RT_SIZE_EXACT? That might ensure that the render target is
 created with exact dimensions.

 Thanks,
  - Saul.



 On 7 January 2011 15:30, Cale Dunlap cale.dun...@gmail.com wrote:

 Yes there is actually. In order to achieve the effect required we have to
 force the tonemap scale to a specific value when rendering the output that
 goes to the render target.


 On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 Is there a reason why your render target needs to be HDR? I've been able
 to create render targets perfectly fine without problem.

 Thanks,
  - Saul.


 On 7 January 2011 14:59, Cale Dunlap cale.dun...@gmail.com wrote:

 Has anybody else ever seen a case where their render targets are always
 returning 64 for both GetActualWidth() and GetActualHeight() ?

 This seems to be most prevalent on HDR maps for some reason. Here's the
 code that is creating my render target:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
 CREATERENDERTARGETFLAGS_HDR );

 Where idx is a number between 0 and 7 (total of 8 render targets). Any
 ideas why this is happening?

 Thanks in advance!

 -Cale

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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
Alright I think I found a workaround.

I created 8 new render target *.vtf files and didn't do the Init() operation
on the ITexture instances until the render target has actually been
requested for the first time. This seems to do the trick for now.

The old way I was doing it was create them all in memory and then initialize
them all in my IClientRenderTargets implementation when
InitClientRenderTargets() is called and then shut them down when
ShutdownClientRenderTargets() is called. The render targets are passed out
as necessary and marked as in-use until they are given back.

This didn't seem to work too well. During game load,
InitClientRenderTargets() is called--even for the launcher menu. This
created the render targets just fine; with the correct size. However once I
load a map that uses HDR, the ShutdownClientRenderTargets() function is
called followed by another call to InitClientRenderTargets(). It is this
second call that re-creates the render targets with the incorrect size.

Anyway, long story short. I think I got it.

-Cale

On Fri, Jan 7, 2011 at 11:14 AM, Cale Dunlap cale.dun...@gmail.com wrote:

 Alright the pattern seems as if this _only_ happens on HDR maps hmm...
 a clue.


 On Fri, Jan 7, 2011 at 11:04 AM, Cale Dunlap cale.dun...@gmail.comwrote:

 If by RT_SIZE_EXACT you mean RT_SIZE_NO_CHANGE, then yes I've tried that
 as well. I'm pulling my hair out :( I've seriously tried about every
 combination of flags I can come up with.

 Is it possible that the material system is deciding not to create a render
 target texture as big as I'm asking so it just sets it down to 64x64 I
 wonder... just to prevent resource over-allocation or something? Who
 knows... its such a closed system... :(


 On Fri, Jan 7, 2011 at 10:52 AM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 Have you tried RT_SIZE_EXACT? That might ensure that the render target is
 created with exact dimensions.

 Thanks,
  - Saul.



 On 7 January 2011 15:30, Cale Dunlap cale.dun...@gmail.com wrote:

 Yes there is actually. In order to achieve the effect required we have
 to force the tonemap scale to a specific value when rendering the output
 that goes to the render target.


 On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison saul.renni...@gmail.com
  wrote:

 Is there a reason why your render target needs to be HDR? I've been
 able to create render targets perfectly fine without problem.

 Thanks,
  - Saul.


 On 7 January 2011 14:59, Cale Dunlap cale.dun...@gmail.com wrote:

 Has anybody else ever seen a case where their render targets are
 always returning 64 for both GetActualWidth() and GetActualHeight() ?

 This seems to be most prevalent on HDR maps for some reason. Here's
 the code that is creating my render target:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
 CREATERENDERTARGETFLAGS_HDR );

 Where idx is a number between 0 and 7 (total of 8 render targets). Any
 ideas why this is happening?

 Thanks in advance!

 -Cale

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Re: [hlcoders] Anyone using an SSD Drive for compiling?

2008-12-09 Thread Cale Dunlap
I use a SSD in my laptop for work when I write code. I don't notice much of
a difference when coding, but booting is definitely faster. However I've had
some issues with it, not sure if it is just the laptop in general or the
SSD. Sometimes the system will hang up periodically, like it is waiting on
disk for a long period of time (by long I mean a few seconds, not like
minutes or anything). Once those momentary losses in performance clear up,
everything is pretty quick again. They just happen more frequently than I
would like... and sometimes it does that shortly before blue-screening. Like
I said though, not sure if its the drive or the laptop (Hell Splatitude
D830).

I'm not convinced on the quality/reliability of the drives though, yes they
can be fast, but like Haza said, they're built on cheaper parts. I'm almost
inclined to say that using the ol' whirling disks-o-fury is a safer bet than
a SSD.

Just my $0.02, or 28.7769784 KRW =D

Cale

On Mon, Dec 8, 2008 at 10:17 AM, Haza [EMAIL PROTECTED] wrote:

 USB keys are not the same as a SSD drive.

 The NAND flash in them is usually cheap poor quality, and slow(Like worse
 than a HDD + the speed limitations of the USB bus).

 Your best way to a cheap solution, would be to get a Compact Flash card and
 a CF to IDE adapter.

 Have a look here for any information about card speeds.

 http://www.hjreggel.net/cardspeed/
 http://www.hjreggel.net/cardspeed/cs_udmacf.html

 Also USB drives for comparison:
 http://www.tomshardware.com/reviews/data-transfer-run,1037-10.html



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jed
 Sent: Monday, 8 December 2008 9:34 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Anyone using an SSD Drive for compiling?

 Does running the compiler and storing the code on a 8Gb USB stick
 count as an SSD drive? :D

 - Jed

 2008/12/8 Andrew Ritchie [EMAIL PROTECTED]:
  I'd imagine you might see some improvements with intelisense if you're
 using
  Visual Studio, and probably a bit of an improvement on the compiling when
  it's creating and reading the obj files, but have no hard evidence.
 
  You may have the honour of being the first one to actually put it to the
  test.
 
  On Sun, Dec 7, 2008 at 11:00 PM, Matt Hoffman
  [EMAIL PROTECTED]wrote:
 
  I don't see how a SSD Drive would improve compile times at all. Most of
 the
  compile times is just crunching numbers, not read/write. Cannot remark
 on
  the coding aspect though.
 
  On Sun, Dec 7, 2008 at 2:56 PM, Minh [EMAIL PROTECTED] wrote:
 
  Hope this isn't too off topic but I'm considering purchasing an
 Intel
   X25-M SSD drive in hopes of improving my compile times and general
 coding
   experience (I do a lot of stop/edit debugging and constant searching
 in
   files).
  Does anyone have any experience using SSD drives? Is it noticably
  faster
   when compiling your binaries?
  
  
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Re: [hlcoders] Preventing USP from equipping silencer

2008-07-14 Thread Cale Dunlap
Hi Tan,

You can override the Equip( CBaseCombatCharacter *pOwner ) function to
handle the first pickup of a weapon. This gets called when a player obtains
the weapon either by touching it or when they are given it programmatically
using GiveNamedItem().

Also, why do you need to keep track of the silenced status at the player
object when it really only relates to the gun? If you kept the silenced
state local to the gun itself and not to the player then just un-set the
silencer boolean on the weapon object when the player drops the gun to the
ground then the next player that picks it up will have an un-silenced USP.
It might be a better design to do it that way and it will probably prevent a
few bugs along the way... such as if a player picks up a gun and you don't
set the player's silenced flag to false, any gun they could pick up could be
silenced regardless of it has a silencer or not. Unless I'm just totally
missing the real reason why you're holding the silencer flag on the player.

I hope that helps.

-Cale

On Fri, Jul 11, 2008 at 4:22 AM, Tan Theodore [EMAIL PROTECTED]
wrote:


 I've created a USP with a silencer but I would like to prevent the USP to
 be equipped with the silencer if the player swaps weapon/throws it. I've
 tried doing this:

 void CUSP::SecondaryAttack( void )
 {
  m_pPlayer-m_iSilencing = 1; //equipping silencer now

  if (m_pPlayer-m_iSilencing == 1) //if it's being equipped now
  {
   if (m_iSilenced == 0) //if sliencer is not attached
   {
 m_pPlayer-m_iSilencing = 1; //start equipping
 SendWeaponAnim( USP_ADD_SILENCER ); //play anim
 m_flTimeWeaponIdle = m_flNextPrimaryAttack = m_flNextSecondaryAttack =
 UTIL_WeaponTimeBase() + 3.2;
 m_pPlayer-m_iSilencing = 0; //stop equipping
 m_iSilenced = 1; //silencer attached
   }
   else //if silencer is attached
   {
 m_pPlayer-m_iSilencing = 1; //unequipping now
 SendWeaponAnim( USP_REMOVE_SILENCER ); //play anim
 m_flTimeWeaponIdle = m_flNextPrimaryAttack = m_flNextSecondaryAttack =
 UTIL_WeaponTimeBase() + 3.2;
 m_pPlayer-m_iSilencing = 0; //stop equipping
 m_iSilenced = 0; //no silencer attached
  }
 }
 else if (m_pPlayer-m_iSilencing == 0) //if it's not being equipped
 {
   m_iSilenced = m_iSilenced; // get the value of previous silencer status
   return;
 }
 }

 void CUSP::Holster( )
 {
   if (m_pPlayer-m_iSilencing == 1) //if holstered while silencing
   {
m_iSilenced = m_iSilenced; //get the previous value.
}
   else
   {
}
 }

 Player.h
 .
 .
 .
 int m_iSilencing; //is the silencer being fitted for the USP.45?


 weapon.h
 .
 .
 .
 int m_iSilenced; //is the USP.45 silenced?

 I've tried all morning to make this work but to no avail. Any suggestions?
 I even tried looking at the reload function but it's very indepth and I was
 wondering if there is a simpler way. Sorry if this is double-posted.
 Something's screwy with my router.
 _
 Check out Barclays Premier League exclusive video clips here!
 http://fc.sg.msn.com/index.aspx
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[hlcoders] Engine Error Related to Physics Props

2008-06-15 Thread Cale Dunlap
Hello all,
I have a map with numerous props on it, most of them are prop_static or
prop_detail, but a few are prop_physics or prop_physics_multiplayer. When
the game loads up and it loads the map I get an engine error with the
message: UserMessageBegin: New message started before matching call to
EndMessage. I think I understand what this error means. If my understanding
is correct, it means the client has been sent the same message twice without
ending the first one?

This seems to ONLY be related to a certain prop model--one of the stock HL2
ones (the toilet). Is there any way to find out what message is being sent
and when? This error generates a mini dump but the call stack isn't going
back far enough to find out what made the engine calls. I can't debug it any
further than simply seeing this message on the screen and identifying a
pattern. I still have no idea what user message it is this is.

Any help would be appreciated.

Thanks,
Cale
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Re: [hlcoders] Engine Error Related to Physics Props

2008-06-15 Thread Cale Dunlap
Perhaps I wasn't clear in what I'm asking.

This only happens on specific prop models. I want to know what message
is actually the culprit. I havent modified any prop code so it isnt a
custom message. Even if it were, i would not know what message it was.

On 6/15/08, Tom Edwards [EMAIL PROTECTED] wrote:
 Every UserMessage() has to be closed by MessageEnd().

 Cale Dunlap wrote:
 Hello all,
 I have a map with numerous props on it, most of them are prop_static or
 prop_detail, but a few are prop_physics or prop_physics_multiplayer. When
 the game loads up and it loads the map I get an engine error with the
 message: UserMessageBegin: New message started before matching call to
 EndMessage. I think I understand what this error means. If my
 understanding
 is correct, it means the client has been sent the same message twice
 without
 ending the first one?

 This seems to ONLY be related to a certain prop model--one of the stock
 HL2
 ones (the toilet). Is there any way to find out what message is being sent
 and when? This error generates a mini dump but the call stack isn't going
 back far enough to find out what made the engine calls. I can't debug it
 any
 further than simply seeing this message on the screen and identifying a
 pattern. I still have no idea what user message it is this is.

 Any help would be appreciated.

 Thanks,
 Cale
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Re: [hlcoders] Avatar On Scoreboard No Longer Working

2008-06-12 Thread Cale Dunlap
Scratch or Multiplayer?

On Tue, Jun 10, 2008 at 10:31 PM, Olly [EMAIL PROTECTED] wrote:

 We are using the OB sdk, and SteamFriends()-GetFriendAvatar() to get the
 avatar

 2008/6/11 Cale Dunlap [EMAIL PROTECTED]:

  What sdk are you using? Are you using some other method to get the
 avatars
  for the players?
 
  -Original Message-
  From: Olly [EMAIL PROTECTED]
  Sent: Tuesday, June 10, 2008 8:46 PM
  To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
  Subject: Re: [hlcoders] Avatar On Scoreboard No Longer Working
 
  Still working for me :o
 
  2008/6/10 Ben 'amogan' K. [EMAIL PROTECTED]:
 
   Yes I can confirm that they've stopped working, in valkyrie as well. :P
   Noticed it when I was modifying the scoreboard two days ago. :S
  
   -Ben
  
   - Original Message -
   From: Tony omega Sergi [EMAIL PROTECTED]
  
Yeah, the api was changed. I don't think theywork in valkyrie anymore
either, but I haven't really loaded it up to see, lol
   
   
On Tue, Jun 10, 2008 at 6:39 AM, Cale Dunlap [EMAIL PROTECTED]
wrote:
   
Hello all,
I had the avatar features working on our scoreboard at one point.
 Then
they
suddenly stopped working a few months ago. I put a breakpoint in
 when
  it
calls UpdatePlayerAvatar() then stepped into the code.
   
The first line if that function is: if ( kv  ShowAvatars() 
SteamFriends()  SteamUtils() )
   
What I'm finding is that:
kv != NULL, good
ShowAvatars() is true, good
SteamFriends() unable to find symbol, not good
SteamUtils() unable to find symbol, not good
   
SteamFriends() and SteamUtils() are hooks into the steam API. Could
  this
be
broken by a version mismatch? If so, is there any way to get this
   working
again?
   
Any help would be appreciated.
   
Thanks,
Cale
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--
-Tony
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[hlcoders] Avatar On Scoreboard No Longer Working

2008-06-10 Thread Cale Dunlap
Hello all,
I had the avatar features working on our scoreboard at one point. Then they
suddenly stopped working a few months ago. I put a breakpoint in when it
calls UpdatePlayerAvatar() then stepped into the code.

The first line if that function is: if ( kv  ShowAvatars() 
SteamFriends()  SteamUtils() )

What I'm finding is that:
kv != NULL, good
ShowAvatars() is true, good
SteamFriends() unable to find symbol, not good
SteamUtils() unable to find symbol, not good

SteamFriends() and SteamUtils() are hooks into the steam API. Could this be
broken by a version mismatch? If so, is there any way to get this working
again?

Any help would be appreciated.

Thanks,
Cale
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Re: [hlcoders] Avatar On Scoreboard No Longer Working

2008-06-10 Thread Cale Dunlap
What sdk are you using? Are you using some other method to get the avatars for 
the players?

-Original Message-
From: Olly [EMAIL PROTECTED]
Sent: Tuesday, June 10, 2008 8:46 PM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Avatar On Scoreboard No Longer Working

Still working for me :o

2008/6/10 Ben 'amogan' K. [EMAIL PROTECTED]:

 Yes I can confirm that they've stopped working, in valkyrie as well. :P
 Noticed it when I was modifying the scoreboard two days ago. :S

 -Ben

 - Original Message -
 From: Tony omega Sergi [EMAIL PROTECTED]

  Yeah, the api was changed. I don't think theywork in valkyrie anymore
  either, but I haven't really loaded it up to see, lol
 
 
  On Tue, Jun 10, 2008 at 6:39 AM, Cale Dunlap [EMAIL PROTECTED]
  wrote:
 
  Hello all,
  I had the avatar features working on our scoreboard at one point. Then
  they
  suddenly stopped working a few months ago. I put a breakpoint in when it
  calls UpdatePlayerAvatar() then stepped into the code.
 
  The first line if that function is: if ( kv  ShowAvatars() 
  SteamFriends()  SteamUtils() )
 
  What I'm finding is that:
  kv != NULL, good
  ShowAvatars() is true, good
  SteamFriends() unable to find symbol, not good
  SteamUtils() unable to find symbol, not good
 
  SteamFriends() and SteamUtils() are hooks into the steam API. Could this
  be
  broken by a version mismatch? If so, is there any way to get this
 working
  again?
 
  Any help would be appreciated.
 
  Thanks,
  Cale
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  --
  -Tony
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Re: [hlcoders] OB Shader SDK?

2008-06-03 Thread Cale Dunlap
Very well. Thanks for the info. I will try to wait it out then.


-Original Message-
From: Matt Stafford [EMAIL PROTECTED]
Sent: Tuesday, June 03, 2008 3:24 AM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] OB Shader SDK?

You'll have an annoying time trying to get shaders working in OB. It
involves screwing around with the paths in the Perl scripts and Batch Files,
and half the time the stuff you're doing probably won't even work. HOPEFULLY
it will be coming in the next SDK update, coz alot of us have been waiting
for it

On Tue, Jun 3, 2008 at 4:53 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:

 No word yet I'm afraid. I think a lot of people are waiting for the same
 thing.

 On Mon, Jun 2, 2008 at 6:13 PM, Cale Dunlap [EMAIL PROTECTED] wrote:

  Hello all.
  Don't shoot me if this has already been answered, but I couldn't find an
  answer for it so here it goes:
 
  What's the word on a shader SDK for the orange box? Was it part of a
 recent
  update and I just missed it? Or does one not exist yet? If there isn't
 one
  available, is there any workaround to creating custom shaders? Or at
 least
  port any custom shaders from the EP1 engine to the OB engine?
 
  Thanks in advance.
 
  Cale
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[hlcoders] OB Shader SDK?

2008-06-02 Thread Cale Dunlap
Hello all.
Don't shoot me if this has already been answered, but I couldn't find an
answer for it so here it goes:

What's the word on a shader SDK for the orange box? Was it part of a recent
update and I just missed it? Or does one not exist yet? If there isn't one
available, is there any workaround to creating custom shaders? Or at least
port any custom shaders from the EP1 engine to the OB engine?

Thanks in advance.

Cale
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[hlcoders] Second View Model?

2008-03-16 Thread Cale Dunlap
Hello All,

It's time for a stumper

I've got a case where I need to have the player hold two weapons--each
weapon animating independently. Our animations get pretty complex, so
instead of trying to make our animator create a bunch of combinations of
animations for the left and the right hand, I'm wondering if it is possible
to create a second view model and how I'd go about doing it if it is. The
reason for the second view model would be so that I can send activities to a
single side (left hand or right hand) at a time. That way our animator only
has to animate a single set of animations on a single side, then just
duplicate it on the other side.

I hope I'm being clear, if not, I'll answer any questions to clear up
confusion.

If creating a second view model isn't possible, does anybody have any other
suggestions on how I can achieve this? Animation blending perhaps? QC magic?

Thanks in advance!

-Cale
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[hlcoders] G15 Keyboard Support

2008-02-24 Thread Cale Dunlap
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--
[ Picked text/plain from multipart/alternative ]
Has anybody gotten the G15 keyboard support stuff to work yet? I saw the
source for it in the SDK, but apparently it needs the g15.dll. Does anybody
know if that is a Valve DLL or if it is just the SDK DLL for the G15
keyboards?



If it is a Valve DLL, will be in the “Everything SDK” project for VS?



Thanks.



Cale


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[hlcoders] Compiling Shaders with Orange Box

2008-02-22 Thread Cale Dunlap
--
[ Picked text/plain from multipart/alternative ]
So, since the Orange Box uses a new shader format... is there any
documentation anywhere about it yet? The old SDK had the sdkshaders
directory, but I can't seem to find it in the Orange Box SDK. Is it not
going to be there at all, or is it just omitted from this beta SDK version?

I have to start porting the old shaders to the new version. Any help would
be appreciated. Thanks.

Cale
--

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Re: [hlcoders] Compiling Shaders with Orange Box

2008-02-22 Thread Cale Dunlap
--
[ Picked text/plain from multipart/alternative ]
*sadface*

Alright. Thanks for the info.

On Sat, Feb 23, 2008 at 2:30 AM, Tobias Kammersgaard 
[EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 The SDK shaders was left out of the beta SDK on purpose.
 Mike said they'll be added later :-)

 /ProZak


 On 23/02/2008, Cale Dunlap [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  So, since the Orange Box uses a new shader format... is there any
  documentation anywhere about it yet? The old SDK had the sdkshaders
  directory, but I can't seem to find it in the Orange Box SDK. Is it not
  going to be there at all, or is it just omitted from this beta SDK
  version?
 
  I have to start porting the old shaders to the new version. Any help
 would
  be appreciated. Thanks.
 
  Cale
  --
 
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[hlcoders] Orange Box Scoreboard

2008-02-18 Thread Cale Dunlap
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[ Picked text/plain from multipart/alternative ]
Has anybody had any trouble getting the scoreboard working for the Orange
Box SDK? I can't get it to display a player list even though the list object
itself is populating. Are there some sort of animation vars or font
definitions I'm missing that were added/changed in the new version? I
couldn't find any comparing to a scratch SDK.



Also, I can't seem to check a vanilla install of the scratch SDK during
runtime. I'm getting Could not load library client right out of the box
after doing Create a mod.



Any help would be appreciated.



-Cale



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RE: [hlcoders] When is OB SDK coming out of beta? Also, difficultly in merging code?

2008-02-13 Thread Cale Dunlap
Well, I had my fair share of issues, but as omega said to me... they were
mostly bad ports.

A lot of my problems were related to overriding base-classes like the player
and such. If you've done any of that, make sure that your overridden
functions include any additional function calls that were previously not in
the Scratch SDK but are in the Orange Box SDK. It is probably best to start
with a scratch orange box SDK project, then move your old code into it, not
move the new code into the old project.

Also you'll have to recompile your shaders and the shader DLLs themselves.

Hope that helps.

Cale

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of dave
daveslastname
Sent: Wednesday, February 13, 2008 9:51 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] When is OB SDK coming out of beta? Also, difficultly in
merging code?

--
[ Picked text/plain from multipart/alternative ]
I have two questions for the more experienced:

First, when is the OB / EP2 codebase coming out of it's beta status? We're
going to be porting our mod's source code to the new engine, but don't want
to do so until it's out of this experimental stage.

Second, for those of you have done it or are currently doing it, how hard is
it to merge EP1 code (we're using the scratch SDK) into the EP2 engine? How
long will it take and what obstacles can we be expected to run into?

Thanks in advance!
--

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RE: [hlcoders] When is OB SDK coming out of beta? Also, difficultly in merging code?

2008-02-13 Thread Cale Dunlap
That is a useful find Nick. Thanks for sharing that with everyone.

Another one that is pretty good is Beyond Compare
(http://www.scootersoftware.com/). It isn't free but the program is pretty
good for code merges.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Wednesday, February 13, 2008 11:30 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] When is OB SDK coming out of beta? Also, difficultly
in merging code?

For merging new code I found the easiest way is
http://kdiff3.sourceforge.net/

make sure you have the vanilla copy of your previous codebase (ep1 scratch
sdk)
add your modified codebase (ep1 scratch sdk)
then set the new codebase ep2 scratch sdk

takes a day or so though to work out manual merges, mostly smooth last
time I did it though.

On Feb 13, 2008 9:16 PM, Dylan [EMAIL PROTECTED] wrote:
 On a related note I have a couple of questions.
 Is there going to be a beta sdk update alongside the big TF2 update?
 If so may we see a changelog?
 --
 From: dave daveslastname [EMAIL PROTECTED]
 Sent: Wednesday, February 13, 2008 8:51 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] When is OB SDK coming out of beta? Also, difficultly
in
 merging code?

  --

  [ Picked text/plain from multipart/alternative ]
  I have two questions for the more experienced:
 
  First, when is the OB / EP2 codebase coming out of it's beta status?
We're
  going to be porting our mod's source code to the new engine, but don't
  want
  to do so until it's out of this experimental stage.
 
  Second, for those of you have done it or are currently doing it, how
hard
  is
  it to merge EP1 code (we're using the scratch SDK) into the EP2 engine?
  How
  long will it take and what obstacles can we be expected to run into?
 
  Thanks in advance!
  --
 
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  please visit:
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[hlcoders] Player not clipping against physprops

2008-02-10 Thread Cale Dunlap
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With the beta OBSDK has anybody experienced the player not clipping against
physics props such as barrels and crates? My player just runs straight
through barrels and crates. I’m sure it is probably a simple fix, but I
don’t understand the player collision code well enough to even start to
debug it. Any suggestions?



Thanks in advance.

-Cale


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[hlcoders] Weapon Prediction Problems?

2008-02-03 Thread Cale Dunlap
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Alright, I’m stumped. I can’t tell if this is a prediction problem, or of
something else is going on.



I’ve written about 35 or so new weapons and they ALL experience animation
and effect glitches in a laggy environment (net_fakelag 100 is how I’ve been
testing this).



If I have a semi-auto weapon such as a pistol which is only allowed to fire
every 0.2 seconds it can fire every single frame when there is any sort of
lag introduced to the game. Obviously when I say “fire” I mean just play the
effects, it doesn’t actually fire on the server-side. This happens on full
auto as well, but isn’t so obvious to the player because it is masked by the
real rate of fire.



When I run the debugger, I discovered that the server and client time get
out of sync, causing the m_flNextPrimaryAttack variable to become instantly
stale on the client side. Here is the rundown of what is going on:



1.   Client sends fire command, plays the effects

2.   Client updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

3.   Server acknowledges, fires the weapon

4.   Server updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

5.   Server sends client updated m_flNextPrimaryAttack time

6.   Client corrects m_flNextPrimaryAttack which ends up BEHIND
gpGlobals-curtime

7.   Client sends fire command, plays effects

8.   Client updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

9.   Server denies command because it isn’t allowed to shoot on the
server yet

10.   Server sends client updated m_flNextPrimaryAttack time

11.   Client corrects m_flNextPrimaryAttack again, ending up BEHIND
gpGlobals-curtime again allowing it to shoot again



Basically the server is sending the client an old m_flNextPrimaryAttack time
near continuously. This would normally be OK, but the gpGlobals-curtime
variables become out of sync. The server thinks it is 1263.6800 when the
client has 1263.7500. This only happens when there is lag.



To test to make sure it wasn’t my mod, I ran a vanilla setup of the scratch
SDK and discovered that the weapons built into that SDK experience the same
symptoms. I’m not sure if it is for the same reasons or not though, I didn’t
run it through the debugger.



I sure hope there is some easy way to fix this. Perhaps it is just a symptom
of using fake lag? Maybe I should just set up a server in the same room,
then shake the Ethernet cable violently until bits fall out of the cable,
creating lag? (joke)



Thanks in advance.



Cale


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RE: [hlcoders] Weapon Prediction Problems?

2008-02-03 Thread Cale Dunlap
Thanks Mark.  I will give that a try.


-Original Message-
From: Mark Chandler [EMAIL PROTECTED]
Sent: Sunday, February 03, 2008 8:20 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Weapon Prediction Problems?

http://list.valvesoftware.com/mailman/private/hlcoders/2007-September/022161
.html


Quote
I'm glad you brought this topic back up, and I've found the definite
fix.  The original problem was that weapons would shoot too fast, but
I've been encountering a problem where weapon animations are just plain
glitchy when not at a sub 50 ping.  Both of these problems are only
evident in the base SDK and not the HL2 DM SDK.  Your moving the
m_flNextPrimaryAttack variable into the player is an interesting hint at
the real source of the problem, but the problem is not due to anything
about how networked data is updated or received.  The problem is that no
weapons are being predicted!

If you put cl_predictionlist in the console, it will print a list of
all entities in the world that are being predicted.  If you run in HL2
DM, the list is something along the lines of player, view model, and
player weapons.  However, if you look at the list in a base SDK mod,
only the player and view model are listed.  That's because your weapons
aren't being predicted.  The reason they're not predicted is because
CWeaponSDKBase does not override C_BaseEntity's ShouldPredict() function
to tell the game to predict the weapons.  In the HL2 DM sdk, the weapons
are derived from CWeaponHL2MPBase which overrides ShouldPredict() and
returning true if the local player is the one holding the weapon.


How to fix this bug:

In weapon_sdkbase.h, add:

#ifdef CLIENT_DLL
virtual bool ShouldPredict();
#endif

In weapon_sdkbase.cpp, add:

#ifdef CLIENT_DLL
bool CWeaponSDKBase::ShouldPredict()
{
if ( GetOwner()  GetOwner() == C_BasePlayer::GetLocalPlayer())
return true;

return BaseClass::ShouldPredict();
}
#endif


Credit Goes to Justin Krenz

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rodrigo
'r2d2rigo' Diaz
Sent: Sunday, February 03, 2008 8:37 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Weapon Prediction Pro

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RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Cale Dunlap
I see all of the news sites saying it is free, but I can't find anything
official from Valve saying so.

*nudges valve* eh? Eh?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Tuesday, January 29, 2008 11:57 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

I think thats wrong, anyone else think so?

Brandon Dunham wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 :D Steam works appears to be free.

http://www.next-gen.biz/index.php?option=com_contenttask=viewid=8880Itemi
d=2



 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
 Date: Wed, 30 Jan 2008 04:07:31 +

 Yeah, my idea being that VALVe dont store anything on their servers, its
 all third party on the mod dev's servers, etc.

 Maybe we will get suprised with something? :P who knows

 Brandon Dunham wrote:

 --
 [ Picked text/plain from multipart/alternative ]

 This would be a swell idea.  If only, if only. =/





 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;)
 Date: Wed, 30 Jan 2008 00:31:23 +

 Could VALVe not implement an api where that a mod ID if you will is
 registered with SteamWorks, (no need for anything fancy, maybe a guid
 style id, or simply a number), and then the mod developers can add

 Update URL (Update location, maybe some data files to tell what update
 is newer, etc)
 Stats URL (Stats location, used for achievements, etc)

 and stuff like that. It means valve dont store anything, we can have
 steam functionality, and maybe even an integrated steam
 download/installer? :P


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RE: [hlcoders] OrangeBox SDK Port Problem

2008-01-28 Thread Cale Dunlap
Ok, I think I made some progress on this.

I can take the DLLs from my mod's directory, and copy them right into a
fresh mod from the OBSDK and then run it. There are a few errors in the
console that (to me) look like they could stop the client.dll from loading
in certain circumstances (which I haven't determined yet):

---SNIP---
Type teleport_countdown_screen of meta class teleport_countdown_screen
undefined!
MetaClass missing for teleport_countdown_screen
---/SNIP---

There are others regarding missing game events and usermessages as well.
I've fixed the events and usermessages but this one stumps me.
teleport_countdown_screen? I can't find it in the code anywhere, no
references to it or anything. Oh, also there were some missing ConVars too
(hud_saytext and spec_drawstatus). I have no idea what they are, but
apparently something somewhere is using them. I basically just created a
stub for them until I figure out what they are used for.

So, what is this teleport_countdown_screen?

-Mazor

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Janes
Sent: Sunday, January 27, 2008 8:32 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OrangeBox SDK Port Problem

Are your dlls being copied to your bin folder correctly?

The first release had a broken solution in that respect.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap
Sent: 27 January 2008 12:15
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OrangeBox SDK Port Problem

--
[ Picked text/plain from multipart/alternative ]
Its been a while since I've used this I hope everyone is as helpful as they
were years ago :)

I recently downloaded and began to port my existing mod code into the Orange
Box Beta SDK. Now when the mod starts, I get Could not load library
client. and quits.

When I run this in debug mode, it breaks into the debugger and has the
following in the call stack:
 engine.dll!20184ec7()
 [Frames below may be incorrect and/or missing, no symbols loaded for
engine.dll]
FileSystem_Steam.dll!CreateInterface()  + 0x780b bytes
 FileSystem_Steam.dll!0d141e93()
 FileSystem_Steam.dll!0d135d7d()
 FileSystem_Steam.dll!0d135dc6()
 MaterialSystem.dll!CreateInterface()  + 0xa571 bytes
 engine.dll!F()  + 0xa0f31 bytes
 0001()

From what I'm guessing... it is attempting to create an interface into the
client DLL and then failing. Can someone help me out by giving me some
common causes of this? I know Could not load library client is a pretty
vague message, but I hope the call stack helps.

I've changed my SteamAppID to 420 (like the create-a-mod ScratchSDK's
gameinfo.txt is). I've checked user messages and mod events too to make sure
that I am catching all of mine. It almost seems as if it is a simple missing
file or something.

I've always hated tracking these down :( Perhaps someone can point me in the
right direction.

Thanks.

-Mazor
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3:45 PM


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Checked by AVG Free Edition.
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[hlcoders] OrangeBox SDK Port Problem

2008-01-27 Thread Cale Dunlap
--
[ Picked text/plain from multipart/alternative ]
Its been a while since I've used this I hope everyone is as helpful as they
were years ago :)

I recently downloaded and began to port my existing mod code into the Orange
Box Beta SDK. Now when the mod starts, I get Could not load library
client. and quits.

When I run this in debug mode, it breaks into the debugger and has the
following in the call stack:
 engine.dll!20184ec7()
 [Frames below may be incorrect and/or missing, no symbols loaded for
engine.dll]
FileSystem_Steam.dll!CreateInterface()  + 0x780b bytes
 FileSystem_Steam.dll!0d141e93()
 FileSystem_Steam.dll!0d135d7d()
 FileSystem_Steam.dll!0d135dc6()
 MaterialSystem.dll!CreateInterface()  + 0xa571 bytes
 engine.dll!F()  + 0xa0f31 bytes
 0001()

From what I'm guessing... it is attempting to create an interface into the
client DLL and then failing. Can someone help me out by giving me some
common causes of this? I know Could not load library client is a pretty
vague message, but I hope the call stack helps.

I've changed my SteamAppID to 420 (like the create-a-mod ScratchSDK's
gameinfo.txt is). I've checked user messages and mod events too to make sure
that I am catching all of mine. It almost seems as if it is a simple missing
file or something.

I've always hated tracking these down :( Perhaps someone can point me in the
right direction.

Thanks.

-Mazor
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[hlcoders] Re: OrangeBox SDK Port Problem

2008-01-27 Thread Cale Dunlap
yes, they are being copied correctly. the modified timestamps are
changing on each dll to the time the build was completed.

On 1/27/08, Chris Janes [EMAIL PROTECTED] wrote:
 Are your dlls being copied to your bin folder correctly?

 The first release had a broken solution in that respect.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap
 Sent: 27 January 2008 12:15
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] OrangeBox SDK Port Problem

 --
 [ Picked text/plain from multipart/alternative ]
 Its been a while since I've used this I hope everyone is as helpful as they
 were years ago :)

 I recently downloaded and began to port my existing mod code into the Orange
 Box Beta SDK. Now when the mod starts, I get Could not load library
 client. and quits.

 When I run this in debug mode, it breaks into the debugger and has the
 following in the call stack:
  engine.dll!20184ec7()
  [Frames below may be incorrect and/or missing, no symbols loaded for
 engine.dll]
 FileSystem_Steam.dll!CreateInterface()  + 0x780b bytes
  FileSystem_Steam.dll!0d141e93()
  FileSystem_Steam.dll!0d135d7d()
  FileSystem_Steam.dll!0d135dc6()
  MaterialSystem.dll!CreateInterface()  + 0xa571 bytes
  engine.dll!F()  + 0xa0f31 bytes
  0001()

 From what I'm guessing... it is attempting to create an interface into the
 client DLL and then failing. Can someone help me out by giving me some
 common causes of this? I know Could not load library client is a pretty
 vague message, but I hope the call stack helps.

 I've changed my SteamAppID to 420 (like the create-a-mod ScratchSDK's
 gameinfo.txt is). I've checked user messages and mod events too to make sure
 that I am catching all of mine. It almost seems as if it is a simple missing
 file or something.

 I've always hated tracking these down :( Perhaps someone can point me in the
 right direction.

 Thanks.

 -Mazor
 --

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Re: [hlcoders] Debug crash

2008-01-27 Thread Cale Dunlap
have you tried breaking when you see the first assert == NULL message?
then step through the code until it crashes?

On 1/27/08, Emiel Regis [EMAIL PROTECTED] wrote:
 Yes, I figured that out also :p It happens just after the server.dll is
 called, and after the first Assert == NULL thingy... However, the hl2.exe
 wasn't changed so I don't know what exactly fucks it up, only in debug...

 On Sun, 27 Jan 2008 21:22:04 +0100, Adam Maras (memzero)
 [EMAIL PROTECTED] wrote:

  Looks like the engine is trying to call a null function pointer
  somewhere. You'll have to get Valve's help on this one!
 
  //   Adam Maras (memzero)
 
  Emiel Regis wrote:
  Hi,
 
  I'm using the non-beta version of SDK and Source SDK Base as engine. I
  noticed this debug crash a while ago, reinstalled steam, reverted my
  code,
  lately also reinstalled Visual Studio - it's still there. ReleaseHL2MP
  works fine. Here is the last call stack:
 
  ()
   engine.dll!20188584()
   [Frames below may be incorrect and/or missing, no symbols loaded
  for
  engine.dll]
   engine.dll!201ed84b()
   engine.dll!20188997()
   engine.dll!201ed8e5()
   engine.dll!20188a2e()
   engine.dll!20188aec()
   launcher.dll!100083e1()
   launcher.dll!100083e1()
   launcher.dll!10005cf2()
 
  Next, 'unhandled exception' and crash. Can somebody help me?
 
  Cheers,
  Emiel Regis
  --
  Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
 
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[hlcoders] VGUI2 Positioning with Resource Files

2005-01-23 Thread Cale Dunlap
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Are the numbers defining the xpos and ypos dependant on the clients
resolution or are they scaled so they look similar/same at runtime?

Remember how in HL1SDK there were macros called XRES and YRES? I found
them in the SSDK but Im wondering if the numbers from the scheme files
get processed through these macros also. Im using a combination of
resource files and hardcode for a team menu.

This question was probably already asked, but I havent found it yet.

-Cale

--
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Version: 7.0.300 / Virus Database: 265.7.2 - Release Date: 1/21/2005

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RE: [hlcoders] Re: Hey Eric

2004-07-02 Thread Cale Dunlap
Those are Valve assimilated mods, not third party ones.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Imperio59
Sent: Friday, July 02, 2004 11:12 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: Hey Eric

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
DOD 1.2 has been released through steams, and CS updates are also being
released through steam, so it's already being done :)
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RE: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Cale Dunlap
When it happens in FA its completely random, it does not discriminate
between teams and such, and no its not always 50% of the players, sometimes
only 3 to 5 on a 28 player server will drop, sometimes 20 will drop. They
all drop at the same time too.

-Cale

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: Wednesday, May 26, 2004 2:31 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] UserMsg 57. ?

Ben Banfield wrote:

 Sorry for the double post but I've come off like I'm flaming people and
 valve.  Thats not what I've been trying to do.  I'm simply a bit
 exasperated and am just looking for more information to hunt this down
 or for this bug to not cause half the clients on the server to quit.

Hmmm, that might be useful (half the clients on the server quit).  Does
this happen to several clients at the same time?  I know it's probably
hard to tell, but do people on the server see 50% of the players
suddenly go away?  If so, then that might help to track it down.  If
it's a teamplay MOD are all of those players on the same team?  Adding
some stats tracking debug code to the server could help to identify when
this happens.

Perhaps you can log (in memory) what's currently happening for each
player (in a circular buffer in memory) and when you see a large number
of players suddenly disappear from the server, dump this log of data to
a text file.  Then you can go back and look at what network messages had
been recently sent or what type of activity was occuring when a large
number of players suddenly disappeared.

P.S. I don't think it sounded like you were flaming anyone.

--
Jeffrey botman Broome

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RE: [hlcoders] UserMsg 57..... ?

2004-05-25 Thread Cale Dunlap
I'd check for messages being sent a LOT at the same time (Think functions
especially). It seems as though this '57' deal had something do with
overflows. I was doing checks and junk in the Think function of our game
rules for when a server changed a cvar (allow_spectators, mp_specteam, etc)
and found that if I just moved those to the InitHUD function it stops (or at
least lessens) the players from being dropped. It has its downsides though,
because now for everybody to get the new cvar value the server has to either
be restarted or every player has to reconnect (since its in the InitHUD
function).

-Cale

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Banfield
Sent: Tuesday, May 25, 2004 6:08 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] UserMsg 57. ?

Its not just FA and NS that have had this.  My mod, BG has had it (and
still does) and i remember Kuja saying DPB had it too.  Is it possible
this is a steam or sdk bug as the chance of 4 wildly different mods
causing the same error are extremely low imho.  If we we're mismatching
wouldn't we be having different usermsg number's each time ( or am I
misunderstanding something here ).  I'd love to see a resolution to this
as well.

Thanks

Ben

Cale Dunlap wrote:

 Oh.
 Crap.

 Ok, I'll check out all the messages and make sure they're parsed
correctly.
 Thanks Alfred!

 -Cale

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
 Sent: Monday, May 24, 2004 12:43 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] UserMsg 57. ?

 There is no usermsg 57, the engine defined ones stop at 56 (and mod
 created ones start at 64). Sounds like you are corrupting your network
 steam (by mismatching what the server sends and how the client parses it
 typically).

 - Alfred


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Cale Dunlap
Sent: Sunday, May 23, 2004 5:26 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] UserMsg 57. ?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
What is UserMsg #57. I've determined it to be within the engine.. Its
causing crashes in FA right now and I'm having a difficult
time figuring out
why. If I can find out what the message contains I can
probably figure out
where its being sent from. The error steam has been giving is
UserMsg 57
not present on client.

Valve guys help out pzl? *puppy dog face*

-Cale


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[hlcoders] Another SZ_GetSpace overflow....

2004-05-23 Thread Cale Dunlap
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
What does this mean:
SZ_GetSpace: overflow without FSB_ALLOWOVERFLOW set on Server Spectator

I'm totally confused. :-(

-Cale
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[hlcoders] UserMsg 57..... ?

2004-05-23 Thread Cale Dunlap
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
What is UserMsg #57. I've determined it to be within the engine.. Its
causing crashes in FA right now and I'm having a difficult time figuring out
why. If I can find out what the message contains I can probably figure out
where its being sent from. The error steam has been giving is UserMsg 57
not present on client.

Valve guys help out pzl? *puppy dog face*

-Cale
--



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Re: [hlcoders] Another SZ_GetSpace overflow....

2004-05-23 Thread Cale Dunlap
It looks like the issue lied in an un-precached file which was knocking
clients off when it needed to be played. Its all fixed now.

From: tei [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Another SZ_GetSpace overflow
Date: Mon, 24 May 2004 00:33:04 +0200
Cale Dunlap wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
What does this mean:
SZ_GetSpace: overflow without FSB_ALLOWOVERFLOW set on Server Spectator
I'm totally confused. :-(
-Cale
--
I am newbie but...
a memory allocation fatal error has occur in Server Spectator
maybe you are sending more data than what the netcode buffer allocate
(maybe the netcode buffer is fixed-size, but able growns(realloc's) with
FSB_ALLOWOVERFLOW)
try to use the smaller packet size posible to avoid evil routers
fragmentation :/
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RE: [hlcoders] :-)

2004-05-19 Thread Cale Dunlap
Why is it always Alfred that gets the viruses? lol

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol
Sent: Wednesday, May 19, 2004 1:50 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] :-)

Now that's funny.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Wednesday, May 19, 2004 8:15 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] :-)



the virus come from here:

(map)
http://telejano.berlios.de/option/tomasz1.gif

(city itself)
http://www.nofrag.com/image.php?url=/screenshots/actualite/2003-09-01_ha
lflife2_04.jpg


I suggest to send our agent Gordon Freeman to this location AS FAST AS
POSIBLE.


Ryan Professional Victim Desgroseilliers wrote:
 The Polish Conspiracy strikes again!

 - Original Message -
 From: K. Mike Bradley [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, May 19, 2004 9:45 AM
 Subject: RE: [hlcoders] :-)



LOL !

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of McCormack,

 Chris

Sent: Wednesday, May 19, 2004 4:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] :-)

get him tei GET HIM !

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
[EMAIL PROTECTED]
Sent: 18 May 2004 21:35
To: [EMAIL PROTECTED]
Subject: [hlcoders] :-)


--
Looking forward  for  a  response :P

password for archive: 54213
--
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You must take no action based on this, nor must you copy or disclose
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RE: [hlcoders] :-)

2004-05-19 Thread Cale Dunlap
LMFAO!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Finol
Sent: Wednesday, May 19, 2004 1:50 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] :-)

Now that's funny.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Wednesday, May 19, 2004 8:15 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] :-)



the virus come from here:

(map)
http://telejano.berlios.de/option/tomasz1.gif

(city itself)
http://www.nofrag.com/image.php?url=/screenshots/actualite/2003-09-01_ha
lflife2_04.jpg


I suggest to send our agent Gordon Freeman to this location AS FAST AS
POSIBLE.


Ryan Professional Victim Desgroseilliers wrote:
 The Polish Conspiracy strikes again!

 - Original Message -
 From: K. Mike Bradley [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, May 19, 2004 9:45 AM
 Subject: RE: [hlcoders] :-)



LOL !

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of McCormack,

 Chris

Sent: Wednesday, May 19, 2004 4:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] :-)

get him tei GET HIM !

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
[EMAIL PROTECTED]
Sent: 18 May 2004 21:35
To: [EMAIL PROTECTED]
Subject: [hlcoders] :-)


--
Looking forward  for  a  response :P

password for archive: 54213
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RE: [hlcoders] Weeeeee! ;)))

2004-03-06 Thread Cale Dunlap
 What password is that?! :D


-Cale :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, March 05, 2004 3:38 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Wee! ;)))

--
I don't bite, weah!

pass: 40327
--
[ Text.zip of type application/octet-stream deleted ]
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[hlcoders] Bullet Penetration (why is this so damn hard?!)

2003-11-29 Thread Cale Dunlap
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Maybe I'm making this overly complex, but I'm having serious trouble
getting bullets to go through X number of walls at X width from X
distance.

There was an old system like this in Firearms, but for 2.8a, I reverted
back to the original FireBulletsPlayer function from the SDK, since it
works better with the client side on getting a proper end point. Is
there anybody out there that knows a system that can be easily adapted
to the FireBulletsPlayer function for wall penetration? I tried writing
my own several times with no luck.

-Cale 'Mazor' Dunlap
Firearms Half-Life
Programmer
http://www.firearmsmod.com http://www.firearmsmod.com/

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RE: [hlcoders] Bullet Penetration (why is this so damn hard?!)

2003-11-29 Thread Cale Dunlap
Oh Christ lol, why didn't I think of that.

Thanx.

-Cale

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
Sergi
Sent: Saturday, November 29, 2003 2:03 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Bullet Penetration (why is this so damn hard?!)

Look at the Gauss code, and adapt from there.

-omega
http://www.frontline2.com


 -Original Message-
 From: Cale Dunlap [mailto:[EMAIL PROTECTED]
 Sent: November 29, 2003 2:54 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Bullet Penetration (why is this so damn hard?!)

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Maybe I'm making this overly complex, but I'm having serious trouble
 getting bullets to go through X number of walls at X width from X
 distance.

 There was an old system like this in Firearms, but for 2.8a, I
reverted
 back to the original FireBulletsPlayer function from the SDK, since it
 works better with the client side on getting a proper end point. Is
 there anybody out there that knows a system that can be easily adapted
 to the FireBulletsPlayer function for wall penetration? I tried
writing
 my own several times with no luck.

 -Cale 'Mazor' Dunlap
 Firearms Half-Life
 Programmer
 http://www.firearmsmod.com http://www.firearmsmod.com/

 --



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RE: [hlcoders] VAC

2002-12-02 Thread Cale Dunlap
*does a dance and claps hands*
OH GOODY!

LA LA L V-A-C... LA LA LA V-A-C

Cale 'Mazor'
Firearms Programmer





From: Eric Smith [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: '[EMAIL PROTECTED]' [EMAIL PROTECTED]
Subject: RE: [hlcoders] VAC
Date: Mon, 2 Dec 2002 10:21:51 -0800

We're working on having additional mods take advantage of the VAC security
modules.  We'll release more information when we're ready.  We don't have a
date for this yet.

Mods using the VAC security modules will *not* need to have Valve buy them
out.

-Eric

-Original Message-
From: Mazor [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 02, 2002 8:36 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] VAC

My understanding was that valve needs to 'buy your mod out' for them to
let you use the VAC technology. I remember asking Valve about it a while
back about using it with Firearms. Too bad I have a horrible memory and
can't remember what they said in reply, but I think it was somewhere
along those same lines.

-Cale 'Mazor'
Firearms Programmer
http://www.firearmsmod.com/


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mark Gornall
Sent: Monday, December 02, 2002 9:58 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] VAC

What's the word on using this regarding us 'normal' mods?

(feeling community pressure here...)

thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios

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Re: [hlcoders] Re: [hlcoders] RE: [hlcoders] Valve´s programmers need more sleep?

2002-11-07 Thread Cale Dunlap
Heh, I didn't know it was a vec... oops. I thought it was just a z value for
a vector. I guess I'm off I was just thinking along the lines of
anything times zero = zero

-Mazor



From: Persuter [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: [hlcoders] RE: [hlcoders] Valve´s  programmers need
more sleep?
Date: Thu, 07 Nov 2002 22:06:11 -0500

???

vec3_t  view_ofs;   // eye position

How does pev-view_ofs = 0 work? Sounds suspiciously like you just set
view_ofs to NULL.

Anyway, the difference is three floating-point multiplications. Not a huge
problem in a Think function. :)

Persuter

At 04:44 PM 11/7/2002 -0600, you wrote:

HAHA

*changes the line in the Firearms code to read:
pev-view_ofs = 0;
*

THANK YOU!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Oskar 'Zoot'
Lindgren
Sent: Thursday, November 07, 2002 3:37 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Valve´s programmers need more sleep?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi!

I found a funny thing:

pev-view_ofs = pev-view_ofs * 0.0; from trigger.cpp line 859


It can be done better... and you will get about
0.0008027% higher FPS, i have tested.

/ A bored Zoot


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Re: [hlcoders] VGUI Menu Order Problems

2002-10-12 Thread Cale Dunlap
It is sent before the chooseteam menu. I just don't want them displaying at
the same time.

-Mazor



From: dJeyL [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VGUI Menu Order Problems
Date: Sat, 12 Oct 2002 02:11:01 +0200

just invert them

i don't remember it exactly right now, but i had the same problem with a
metamod plugin i wrote ; i just managed to send motd before chooseteam menu
(or after ; just check)


ok, i've just checked my sources : motd must be sent before chooseteam vgui
menu

hope it helps !

cheers,
-- djeyl

- Original Message -
From: Mazor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 11, 2002 6:07 AM
Subject: [hlcoders] VGUI Menu Order Problems


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I get a problem with the Team Menu and MOTD menu conflicting at client
 join time. If there's an MOTD present, the server sends the motd menu
 and the team menu at the same time (normal, it should be like that
 anyway), but one should be hidden at first (the team menu), but they're
 both displayed, the MOTD menu in front, team menu behind that. When you
 click the OK button for the MOTD menu, the team menu goes away, and your
 left with the MOTD menu still sitting there screaming HAHAHAHAHAHAH YOU
 CAN'T GET RID OF ME, then you click ok, and it goes away. Then you
 gotta bring the team menu back up to pick your team pain in the ass.

 -Mazor
 FA Programmer
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[hlcoders] Water Surface Points?

2002-06-15 Thread Cale Dunlap

I'm trying to make a water slash effect for my mod when a bullet traceline
goes into a water entity. I'm having a world of trouble finding the entry
point of the traceline. Any ideas? Someone said someone asked this before,
but I was looking through the archives and was unable to find any reference
to this problem. Please help, thanx.

-Mazor
http://nuke.shiftify.com/



Even in death, feelings carry on; love -- the ultimate power -- will stay
within me, as I will stay with thee.
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[hlcoders] Hunted gameplay?

2002-05-01 Thread Cale Dunlap

I want to get a 'Hunted' gameplay type mode for my mod. I tried using a
round based system thats heavily modified, but its just far too difficult
for me to convert. Does anybody know of any tutorials or sites that could
help with this? I just need two teams, one team being limited to one person
who is the 'hunted'. When that player dies, a new 'hunted' is chosen, and
that old 'hunted' person, switches to the other team, the 'hunters' where
the rest of the players in the server are held. Any ideas? Tutorials? Sites?
ANYTHING?! Thanx!

-Mazor

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[hlcoders] HL1109 Prediction Problems?

2002-04-25 Thread Cale Dunlap

Has anyone else been getting crashes when cl_lw is 1 in their mods ONLY with
1109? This has been happening to me, my debugger isn't telling me ANYTHING
at all, the call stack has 3 calls in it, 2 to the engine, and for whatever
reason, one to (), I'm not even sure what library thats being called
from, but thats what it crashes on due to an access violation. This ONLY
happens in HL1109, not with any previous version. Me and a couple other
testers have also had this same problem, so its not our computers, unless
its one bigass coincidence.
Suggestions?
BTW: Yes I have 3 custom weapons, all w/ client side prediction enabled on
them.

-Mazor
[EMAIL PROTECTED]

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RE: [hlcoders] HL1109 Prediction Problems?

2002-04-25 Thread Cale Dunlap

Could it have anything to do with Info string length exceeded messages
popping up all the time in the console? I dunno... I'm shootin in the dark
here. I know that has SOMETHING to do with player physics, and I know the
physics are predicted (I'm pretty sure anyway).

 Anyone???
-Mazor


From: Cale Dunlap [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HL1109 Prediction Problems?
Date: Fri, 26 Apr 2002 05:03:56 +

That IS the previous thing, thats the first one there is in the call stack,
the other 2 are !HW calls, I can't see what they do. So I'm completely
clueless.

I even went as far as removing ALL of my custom weapons from the game, and
it still did it, with regular HL weapons.

-Mazor


From: James Mitchell [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] HL1109 Prediction Problems?
Date: Fri, 26 Apr 2002 14:04:36 +1000

Check the previous thing in the call stack, see what that is, because
its probley something that contains a pointer to a function, that has
nothing..

Because () is going to be the header, not a function unless it
rewrites the PE in the memory

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cale Dunlap
Sent: Friday, 26 April 2002 1:57 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] HL1109 Prediction Problems?


Has anyone else been getting crashes when cl_lw is 1 in their mods ONLY
with 1109? This has been happening to me, my debugger isn't telling me
ANYTHING at all, the call stack has 3 calls in it, 2 to the engine, and
for whatever reason, one to (), I'm not even sure what library
thats being called from, but thats what it crashes on due to an access
violation. This ONLY happens in HL1109, not with any previous version.
Me and a couple other testers have also had this same problem, so its
not our computers, unless its one bigass coincidence. Suggestions?
BTW: Yes I have 3 custom weapons, all w/ client side prediction enabled
on them.

-Mazor
[EMAIL PROTECTED]

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Re: [hlcoders] Multiplayer + OpenGL = sound problems...

2002-03-15 Thread Cale Dunlap

I threw in a particle engine and a new set of gamerules, based off of the
teamplay game rules in HL, an da VGUI HUD. I didn't manage to catch when it
started happening. I know it happaned after the VGUI HUD, and before the
particle engine. As far as code modifications between those times, they were
very minute, adding weapons, etc, tweaking small things here and there, etc.


From: Miguel Aleman [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Multiplayer + OpenGL = sound problems...
Date: Fri, 15 Mar 2002 06:07:31 -0600

Not really, considering you can still hear your own gunfire I doubt it
could
be the soundcard. What did you change in the code so far?
- Original Message -
From: Cale Dunlap [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, March 14, 2002 10:49 PM
Subject: [hlcoders] Multiplayer + OpenGL = sound problems...


  Anyone ever had this happen to them? I get into a multiplayer game of my
  mod, I'm in OpenGL mode... and I don't hear explosions, world sounds, or
  other people's gunfire. I only hear my own gunfire. It isn't just me
that
  experienced this during testing. Anyone in OpenGL mode experienced this.
I
  didn't really notice WHEN this started. I thought it had something to do
  with the MP3 player, but even after I took everything out, it didn't
work.
  This ONLY happens in multiplayer... its confusing... any ideas?
 
  -Mazor
 
 
 
  Even in death, feelings carry on; love -- the ultimate power -- will
stay
  within me, as I will stay with thee.
  -Me
 
 
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[hlcoders] certain sounds only in software mode...

2002-03-04 Thread Cale Dunlap

--
[ Picked text/plain from multipart/alternative ]
I have a problem with my explosion sounds, ammo pickup sounds, and other players' 
weapon sounds They will only play in software mode but this only happens when I'm 
in a multiplayer game They'll play in a normal single player game, but not multi 
Possible reasons could include: my new particle system or my mp3 player I've looked 
into the mp3 player one, and I dont think thats the case Any clue? Thanx!

-Cale 'Mazor'

Even in death, feelings carry on; love -- the ultimate power -- will stay within me, 
as I will stay with thee
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[hlcoders] New post, same subject as before, pictures work...

2002-03-03 Thread Cale Dunlap

--
[ Picked text/plain from multipart/alternative ]
Anyone know why this would happen to triAPI particles?
http://mazorcekkentnet/particles1jpg
http://mazorcekkentnet/particles2jpg

The only difference in the screenshots is the gib that I threw into view The second 
it comes into view, the particles lose their render colors and alpha's When I walk 
out of the view of the gib, that stops happening, and it goes back to looking like 
particles1jpg  Any ideas?

-Cale 'Mazor'

Even in death, feelings carry on; love -- the ultimate power -- will stay within me, 
as I will stay with thee
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Re: [hlcoders] New post, same subject as before, pictures work...

2002-03-03 Thread Cale Dunlap

--
[ Picked text/plain from multipart/alternative ]
I got it the particles weren't being rendered in the right order... they were 
being rendered in the HUD_DrawTriangles function, when I needed them to be rendered in 
the HUD_DrawTransparentTriangles function. Doesn't that have something to do with 
pre/post frame?

-Cale 'Mazor'

- Original Message -
From: Patrick Phillips
Sent: Sunday, March 03, 2002 9:54 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] New post, same subject as before, pictures work...

I remember toying around with using sprite textures a while back.
It's something like . . . if you don't get a sprite texture ptr but bind a
texture anyways, it'll use the first index or something.

From: Reedbeta [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] New post, same subject as before, pictures work...
Date: Sun, 3 Mar 2002 12:15:10 -0800 (PST)

It looks to me as if the sprite that is being drawn for the particles has
changed from whatever sprite you're using to one of HL's lens flare
sprites.
You can see this at the edge of the particle stream in particles2.jpg.
Perhaps
the sprite indices are getting b0rked somehow, causing your particle code
to
render the wrong sprite?

--- Cale Dunlap [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Anyone know why this would happen to triAPI particles?
  http://mazor.cekkent.net/particles1.jpg
  http://mazor.cekkent.net/particles2.jpg
 
  The only difference in the screenshots is the gib that I threw into
view. The
  second it comes into view, the particles lose their render colors and
  alpha's. When I walk out of the view of the gib, that stops happening,
and it
  goes back to looking like particles1.jpg . Any ideas?
 
  -Cale 'Mazor'
 
  Even in death, feelings carry on; love -- the ultimate power -- will
stay
  within me, as I will stay with thee.
  -MeGet more from the Web.  FREE MSN Explorer download :
  http://explorer.msn.com
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[hlcoders] client side vectors... WTF?!

2002-03-02 Thread Cale Dunlap

--
[ Picked text/plain from multipart/alternative ]
I'm not fully understanding how the hell someone can deal with 'float *' and treat 
them as vectors, and get them to actually work I found a particle system tutorial, 
written by TheTinySteini I wrote a new function that takes a parameter ('float 
*origin'), and uses that in determining the origin of the particle When that function 
gets called, the actual position ends up to be something like: -59237234, 1045868234, 
0 and I can't figure out why The parameter it passes is pTrace-endpos, I used that 
endpos vector when I used R_TempSprite's to do the smoke puffs of bullets, it worked 
fine with that Now that I'm trying to use particles, the origin isn't passed right 
any ideas?

-Cale 'Mazor'


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[hlcoders] Ignore my last one, read this one...

2002-03-02 Thread Cale Dunlap

--
--
[ Picked text/plain from multipart/alternative ]
Take a look at the attached images tell my this happens
w/o any entities in view of the player, the particles render correctly, with correct 
color and alpha However
when I throw a gib into view, the particles render all white and have a hard alpha 
channel any ideas why?

-Cale 'Mazor'

Even in death, feelings carry on; love -- the ultimate power -- will stay within me, 
as I will stay with thee
-MeGet more from the Web  FREE MSN Explorer download : http://explorermsncom
--

--
[ particle2jpg of type image/jpeg deleted ]
--
[ particle1jpg of type image/jpeg deleted ]
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